Fallout New Vegas
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retroversion

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37 comments

  1. Bottletopman
    Bottletopman
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    If you are using Uncut Wasteland's Extra Collection plugins, this mod is unneeded as EC also deletes the line in the script that sets the player faction hostile with the van graff faction.
    1. Dxthwxvx
      Dxthwxvx
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      Thanks for the tip. 
  2. alphatrax
    alphatrax
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    >fix
    van graffs are suppose to be hostile according to jsawyer
    1. Antonio342100
      Antonio342100
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      A bit late on this one, but at least in terms of what makes sense and what's actually canonical to Fallout as a whole, they probably wouldn't be wise to the fact that you did that to them. Unless you waltz in the room and picked it as one of the Van Graffs or their thugs watch you go past a certain threshold. Like if the game was like "Yeah you got it, but you were caught", them going hostile would make sense, but I can almost guarantee that most people will pop a Stealth Boy just in case so they can do it much easier, as there's also always a thug guarding the door, making sneaking by almost impossible without the right gear on.
    2. falloutgamer02
      falloutgamer02
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      So according to Sawyer, the Van Graffs have telepathy and are instantly informed the moment you do something against them, even if the nearest member is several dozen miles away and the ramifications of the thing you did won't be felt for years into the future.  Or they have access to time travel and sent somebody back from the future to tell the Van Graffs of what you've done.

      Yeah, the decision to change this in Patch 1.2 was a mistake in logic and reversing it is a fix in my book.
    3. EmperorLondoMollari
      EmperorLondoMollari
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      I know this is a really late reply but apparently the Van Graffs have spies in the NCR.
    4. KarakThuun
      KarakThuun
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      Still, if they had such powerful spies why aren't they hostile the minute you started traveling with Cass?
  3. cameronoflochiel
    cameronoflochiel
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    Went over to the Wrangler with Cass and the door guard went agro. Funny enough when all the guards appeared Cass was killed. So anyways here I am downloading this mod so that doesn't happen again.
  4. magnificent069
    magnificent069
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    Installed it and it doesn't work. They still attacking me.
    1. p4bl0cs
      p4bl0cs
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      Same
  5. GravyM8
    GravyM8
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    Can confirm, this mod works with TTW 3.3.1
  6. TheAnnoyingTac
    TheAnnoyingTac
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    Alot of my time is in freeside, so this mod is a must have imo, nice work!
  7. DavidSSabb94
    DavidSSabb94
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    Thank you for this. It makes absolutely no sense that the Van Graffs would instantly and magically know you turned them in, after Cass states wit would take years for the NCR to really take action. 
  8. trainhobo117
    trainhobo117
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    Is 1.0 the old version?
  9. VYNLT
    VYNLT
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    Does this work with Main Story Alterations? It includes Save Cass.
    1. retroversion
      retroversion
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      This is probably way too late but I would suggest getting to the quest turn in point and backup your save. Then install my mod and try it out, if it works, great! If not just roll back your save.
  10. nipless
    nipless
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    Oh man, thanks for this, it's something so simple but vital (in case you want to return to silver rush of course). It would be great if after reporting the sinister plan of both merchants the game will pop a message or maybe the guard in the door of silver rush tell you that he knows what you did and you should bribe him and then it will remains as a secret, in case of not doing so he will run to the brothers to tell them what you have done to harm their business. Only THEN they will become hostile towards you. Not "unexpectedly" like the game does. Just and idea of course, it will make sense
    1. retroversion
      retroversion
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      sounds like a great idea! but I haven't touched FNV in a few years and this idea would require a much more complicated mod beyond my current capabilities unfortunately